Wizards are always on the top for me, I was considering the possibility of either investigating a magical mystery of some kind or dealing with an accident. A competition without magic or potions might be fun for fighters, not sure how easy that would be to code though. Quests for rogues are probably pretty obvious, maybe a religious experience for clerics?
I think itād be cool to have deity specific quests for clerics. Maybe some deity specific spells. Meet our deity, go from cleric to an avatar of our deity. Find and convert to Or become the human god. Quests like spreading religion, building a temple, or maybe something unexpected and create a cult. Rogues could have quests divided into theft or assassination, you could add quests to build a network of thieves or a guild of assassins.
My main thought on that is no, a lot of the fun is being able to do the same thing with different classes. Though I do like the idea of deity-specific quests as they could be ran through by all classes. Plus the Daedra quests from Elder Scrolls are fan favorites for a reason. Though I would like the opportunity to go against these deities, so maybe instead of 8 quests for 8 deities, you could have 4 quests that have two opposing forces.
That is a very interesting idea!
Let me play around it in my head a bit⦠but this is something that I think might be quite interesting to do. I wanted this game to have this strong feeling of competing gods, and the mechanics for that are already there, so maybe I have to take it to the next level! ![]()
Iām glad you think so. Also, to clarify, I meant 4 opposing forces as each quest having two possible sides. As a big problem with the before-mentioned Oblivion was that most of the quest lines just had a vague unjoinable enemy. Like the Yellow team from the Arena questline. I like Oblivion, and I know that wasnāt a text game, so itās not a direct comparison, though this is probably the closest to an Elder Scrolls Game weāre gonna get in text for a long time. Which is a compliment for the quality of the work. I should also mention that while the main quest Orcs kinda have this problem itās to a much smaller degree which is why I didnāt bring it up until now.
Also if you still want to do the class exclusive I wouldnāt prefer it, but if you had to then Iād say rather than class exclusive, you have it be class suggested as in a quest for the college of mages, but you could be a fighter to be Ye oldeā campus police. Iād still prefer the deity-based DLC, but this wouldnāt be a terrible option.
Thanks for the compliment!
(Iāve never played Elder Scrolls but know about it, so I feel honoured by your words! ![]()
But, can you explain a bit better? What is the problem that you mention, and how could this be improved? (I try to constantly improve my games, and while my attention is currently with another game I am making, I will eventually come back to this and make new questions and try to improve what is there).
Otherwise yes, I understood what you meant about 4 opposing quests⦠where you work for one god or their rival. I might also do 1-2 extra class preferred quest, as you indicate (having it clearly that certain classes will likely struggleā¦)
The problem I was talking about was nothing major, it might become one in the class quests. but essentially the opposing side not being fleshed out because the MC canāt join them. The orcs kinda have this, but not to the extent some of the Elder Scrolls quests have.
Come to think of it you probably wouldnāt want to complete all of these on one play through, so having the organizations you work for also be rivals might also be a good idea.
Also truly am surprised you never played Elder Scrolls as the cosmology and races feel real rather than just islands of hats who can easily just get along, and never lie about anything ever. Thatās another story however. So Iāll just leave you with an explanation for those Daedra quests.
Thanks, that really helps! ![]()
I have already started turning some ideas in my head for some of these quests, and will watch also this video for inspiration (thanks!
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Probably not much will happen for a while though, as I really want to try to finish Life as a Lich⦠but hopefully in 2024 I will be able to do a small update to this game with new side quests! ![]()
I like ārank upā quest for classes personally. To go from say Clerif to Saint. Or Warrior to Champion.
As some may know from a different thread, a few days ago I submitted āLife as a Lichā, which I intend to be a sequel for both Tokyo Wizard and Raiders of Icepeak Mountains.
However, I need to now create a connexion between Raiders and Life as a Lich. For this, I need to have it so that the reader somehow discovers a necromancy book that is under an abandoned mansion in Blackport.
Given that the story takes place west of Blackport⦠how do you find out about the existence of this book? I am struggling a bit with how to adequately find a reason for this (any ideas are welcome!).
Never mind my post above, I found my inspiration!!!
I started writing!!! ![]()
Soā¦Iāve implemented a major new update to Raiders, ~35,000 extra words (meaning the game is no ~180,000 words long, a bit expansion since its humble origins as a 120,000 word game!), implementing a backstory to anybody starting as a wizard, and allowing a new set of endings (where you can become a lich, or either burn the book or give it to a temple if you are a cleric).
If anybody would like to beta test this, please PM me and I can send you a link to the full game.
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I just submitted the latest patch to CoG, which incorporates warlocks and paladins as playable classes. Currently they are only playabe by inserting a code (I would hopefully like to have some people playtest them, if anybody volunteers can you please send me a DM?)
GoG updated the game last week. If anybody is interested in playtesting the warlock and paladin classes, could you let me know through a PM? I can then send you the code to playtest these.
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